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KX_Light.cpp « Ketsji « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * $Id$
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#ifdef WIN32

#pragma warning (disable : 4786)
#endif

#include "KX_Light.h"
#include "RAS_IRenderTools.h"

 
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
							   class RAS_IRenderTools* rendertools,
							   const RAS_LightObject&	lightobj
							   )
 :
	KX_GameObject(sgReplicationInfo,callbacks),
		m_rendertools(rendertools)
{
	m_lightobj = lightobj;
	m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
	m_rendertools->AddLight(&m_lightobj);
};


KX_LightObject::~KX_LightObject()
{

	m_rendertools->RemoveLight(&m_lightobj);
}


CValue*		KX_LightObject::GetReplica()
{

	KX_LightObject* replica = new KX_LightObject(*this);
	
	// this will copy properties and so on...
	CValue::AddDataToReplica(replica);

	ProcessReplica(replica);
	
	replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
	m_rendertools->AddLight(&replica->m_lightobj);
	return replica;
}